Monthly Archives: February 2014
Project Haunted Light 14-02-27
About two weeks ago I finished the animation for a creature in the game called a “wall monster”, or “Waller” for short. Rather early in the project we decided to give the player a candle that would be their source of light. If the candle was blown out it would become dark around the player, making it harder to navigate and avoid the enemies. At first we thought about having the light go out if the player sprinted for too […]
Project Haunted Light 14-02-27
About two weeks ago I finished the animation for a creature in the game called a “wall monster”, or “Waller” for short. Rather early in the project we decided to give the player a candle that would be their source of light. If the candle was blown out it would become dark around the player, making it harder to navigate and avoid the enemies. At first we thought about having the light go out if the player sprinted for too […]
Artifact : Parallax
Lets start with explaining a Parallax before moving into how its created.
Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight, and is measured by the angle or semi-angle of inclination between those two lines. – Wikipedia
As you can see in the picture the object overlap each other depending on what the cameras position in relation to the objects.
And now here is an overview on how my layers are. […]
Artifact : Parallax
Lets start with explaining a Parallax before moving into how its created.
Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight, and is measured by the angle or semi-angle of inclination between those two lines. – Wikipedia
As you can see in the picture the object overlap each other depending on what the cameras position in relation to the objects.
And now here is an overview on how my layers are. […]
Reflektion av veckansk arbete: Vecka 3
Denna vecka har jag arbetat med att göra en options meny, vilket var krångligare än jag förväntat mig. Tanken är att det ska finns två sorters volymkontroller, en för musik och en för ljudeffekter. Det ska också gå att välja mellan windowed och fullscreen. Som jag skrev förra veckan så hade vi inte valt någon font till spelet. Vilket gjorde att min första mockup är gjord med en font som jag fann på fontsquirrle. Den heter Dosis och ni finner […]
Reflektion av veckansk arbete: Vecka 3
Denna vecka har jag arbetat med att göra en options meny, vilket var krångligare än jag förväntat mig. Tanken är att det ska finns två sorters volymkontroller, en för musik och en för ljudeffekter. Det ska också gå att välja mellan windowed och fullscreen. Som jag skrev förra veckan så hade vi inte valt någon font till spelet. Vilket gjorde att min första mockup är gjord med en font som jag fann på fontsquirrle. Den heter Dosis och ni finner […]
Game Project week 6
This week has been a bit hectic, due to that we had an extra lecture in our other course so some time was lost and I haven’t been able to put down as much work as I wanted this week. But still I have been able to get some things done.
I have been working on the graphics for the rooms, we have the layout and design finished so now we are able to make them look like we want them […]
Game Project week 6
This week has been a bit hectic, due to that we had an extra lecture in our other course so some time was lost and I haven’t been able to put down as much work as I wanted this week. But still I have been able to get some things done.
I have been working on the graphics for the rooms, we have the layout and design finished so now we are able to make them look like we want them […]
Some opinions about how out game is designed
Well this is a hard one to find something to write about, because I’ve been sick for a couple of days and when I’ve been here and worked I’ve pretty much only been working on the Customization screen, and I don’t really have anything interesting to say about that again. What I can say though is that a lot of it works right now.
So I’ll take this time to write a bit about my opinions on the game-design and what […]
Some opinions about how out game is designed
Well this is a hard one to find something to write about, because I’ve been sick for a couple of days and when I’ve been here and worked I’ve pretty much only been working on the Customization screen, and I don’t really have anything interesting to say about that again. What I can say though is that a lot of it works right now.
So I’ll take this time to write a bit about my opinions on the game-design and what […]
University Projects: Environmental Design Continued!
Hello Everyone!
Still working on the project With Intent as it is now called and it’s been solidly going forward and this week I’ve been working even more on the environmental design. For me this week has been a pretty repetitive week, as I’ve been adding and cleaning up the rooms from last week to a map.
So I started out working on a corridor frame on top of a large background picture. To create all the corridors on the level I’ve […]
University Projects: Environmental Design Continued!
Hello Everyone!
Still working on the project With Intent as it is now called and it’s been solidly going forward and this week I’ve been working even more on the environmental design. For me this week has been a pretty repetitive week, as I’ve been adding and cleaning up the rooms from last week to a map.
So I started out working on a corridor frame on top of a large background picture. To create all the corridors on the level I’ve […]
The Morker
Originally we planned to have two types of ranged enemies in our game. The first, labeled “the Workers” were supposed to stand faced against the wall, not noticing the player until they were attacked. When this happens, they would swarm the player and try to shoot her down. The second type of enemy was to be a flying moth character, that would fly around in random patterns, making him a difficult target, while at the same time firing down at […]
The Morker
Originally we planned to have two types of ranged enemies in our game. The first, labeled “the Workers” were supposed to stand faced against the wall, not noticing the player until they were attacked. When this happens, they would swarm the player and try to shoot her down. The second type of enemy was to be a flying moth character, that would fly around in random patterns, making him a difficult target, while at the same time firing down at […]
The Frames Who Came to Life
Well, more specifically animations, which are by definition a collection of frames that creates movement and there by gives the character life. So yeah, that is what I have been doing this week, amongst other things such as sound effects and the like.
So who, what, and how have I animated? Mothgomery of course, our glorious moth leader, Mothgomery the king, Mothgomery the magnificent, Mothgomery… the vile. The moth playing dictator, sitting on his throne letting his minions do all the […]
The Frames Who Came to Life
Well, more specifically animations, which are by definition a collection of frames that creates movement and there by gives the character life. So yeah, that is what I have been doing this week, amongst other things such as sound effects and the like.
So who, what, and how have I animated? Mothgomery of course, our glorious moth leader, Mothgomery the king, Mothgomery the magnificent, Mothgomery… the vile. The moth playing dictator, sitting on his throne letting his minions do all the […]
Artifact : Parallax
Lets start with explaining a Parallax before moving into how its created.
Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight, and is measured by the angle or semi-angle of inclination between those two lines. – Wikipedia
As you can see in the picture the object overlap each other depending on what the cameras position in relation to the objects.
And now here is an overview on how my layers are. […]
Artifact : Parallax
Lets start with explaining a Parallax before moving into how its created.
Parallax is a displacement or difference in the apparent position of an object viewed along two different lines of sight, and is measured by the angle or semi-angle of inclination between those two lines. – Wikipedia
As you can see in the picture the object overlap each other depending on what the cameras position in relation to the objects.
And now here is an overview on how my layers are. […]
The almost finished player’s field of view, finally
One of the most, if not the most important mechanics in our game is that the player have no vision behind walls. I’ve had the task of writing this code the past few weeks now, and I’m happy to say I’ve finally solved it. As you can imagine there have been a few problems along the way and I will explain everything here in detail.
Early mockup of the shadow system
Before I talk about anything […]
The almost finished player’s field of view, finally
One of the most, if not the most important mechanics in our game is that the player have no vision behind walls. I’ve had the task of writing this code the past few weeks now, and I’m happy to say I’ve finally solved it. As you can imagine there have been a few problems along the way and I will explain everything here in detail.
Early mockup of the shadow system
Before I talk about anything […]
Level Design
So this week I have been working on our level drawing and I must say it’s a lot of fun! Now I know that unfortunately you can’t make out everything that’s on the map, but for those of you with keen eyes, I can quickly explain what the different colors in the drawing means.
The way we create our level is through color coding, this means that for us to create the level we draw out different colors and […]
Level Design
So this week I have been working on our level drawing and I must say it’s a lot of fun! Now I know that unfortunately you can’t make out everything that’s on the map, but for those of you with keen eyes, I can quickly explain what the different colors in the drawing means.
The way we create our level is through color coding, this means that for us to create the level we draw out different colors and […]
Level Design
So this week I have been working on our level drawing and I must say it’s a lot of fun! Now I know that unfortunately you can’t make out everything that’s on the map, but for those of you with keen eyes, I can quickly explain what the different colors in the drawing means.
The way we create our level is through color coding, this means that for us to create the level we draw out different colors and […]
Level Design
So this week I have been working on our level drawing and I must say it’s a lot of fun! Now I know that unfortunately you can’t make out everything that’s on the map, but for those of you with keen eyes, I can quickly explain what the different colors in the drawing means.
The way we create our level is through color coding, this means that for us to create the level we draw out different colors and […]